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I'll try to plaaaay.
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Plus from range, you'll have to sneak in IAD j.A off of a CH fan to convert. So better get practicing those IAD j.A conversions. I know you can do pretty tricky stuff with j.A j.4B j.236AB but nothin' wrong with the double Agi stuff either. Still trying to get used to this one, it's one of the hardest adjustments for Yukiko I feel. She has to be able to make anti air fans a threat otherwise opponents will just jump around without fear and it'll be harder to catch them grounded for 5aaa unblockable stuff.
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How do you guys feel about Yukiko's new 5aa? Her 5aaa is awesome, but I think I still like the old 5aa, even if the new 5aa is better on block. It makes it so much easier to confirm off of 5a air hits. It feels like it's much harder to convert off of a 5d FC if it catches them in the air. Either the opponent can tech earlier, or the new 5aa doesn't let Yuki hit the opponent as high anymore to get the higher confirms. Any thoughts?
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i do this one quite a bit, but be aware that they can late tech and make you whiff wind/66c depending on how close/high you are when you j.236b, then wakeup and hit you.
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Usually they'll have a gem out in front of them anyway so if you approach they just jump over the wind and hit the crystal if you approach :B
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UNDER NIGHT HYPE! Ep.2 2v2 Psn Tournament (November 16th @5:30EST)
Ciddypoo replied to Nerd455's topic in UNI Online Play
Signing up w/ Primity -
Crystal explosion can be blocked, but if you're caught in blockstun, the ground AUBs will still hit you.
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I use them. 66B is really meaty, so it's kinda nice at times. Gotta be careful with 66C though, esp if you're trying it on their wakeup, if they late tech they can just stand up and hit you :B Both can be float cancelled, so they aren't a total commitment unless they whiff. And as said above, you can cancel to 236A/B as well. EDIT: Hilda still a nightmare for me. Walk forward for one. Can also try to close some space with jump / air assault / float, but getting anti aired kinda sucks.
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UNDER NIGHT HYPE! Ep.2 2v2 Psn Tournament (November 16th @5:30EST)
Ciddypoo replied to Nerd455's topic in UNI Online Play
Gotcha, thanks, was using the wrong link. -
UNDER NIGHT HYPE! Ep.2 2v2 Psn Tournament (November 16th @5:30EST)
Ciddypoo replied to Nerd455's topic in UNI Online Play
Umm, any space in UNIEL? Or an updated signup link? -
A lot of it seems like approaching with winds and going between assault / dash C overhead / throw. You also have the option of running up with the wind just to build GRD, or try and get cute with 236A~6C crossup while the wind is heading towards your opponent. It feels like you really have to go for throws a lot to train people to whiffing a tech, then start an overhead game. If they start jumping you can cover space with j.236a and approach as well. EDIT: Forgot to mention, but I'm a fan of Nanase's dash moves, since they both have her hop off the ground. One hits overhead, the other hits low. The overhead is easily confirmable to microdash 3C > combo. The low, you can't link anything off of, but you cancel late into an EX move / super for some damage. In both cases, you have the option of cancelling to 236a/b, which will combo if it hits, into whatever 236a/b~6c followup you have. If either is blocked, you can still B+C cancel fairly safe, or go into another 236a/b 'mixup' (not really, since all options can be blocked low). If you have a wind trailing you, you should be able to followup with 236a/b~6c into combo, if both the dash attack and wind attack hit.
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UNIEL Netplay Tournament (August 3, 2014 @ 3PM EST)
Ciddypoo replied to MastaToken's topic in UNI Online Play
Lemme in! PSN: ciddypooky Location: Virginia -
Reason I like the 3C > j8C > j[C] route is that you dont have to delay the j8C; the j[C] gives enough of a delay for them to fall right onto it, and moves Nanase forward in case your neutral j8C somehow hits from pretty far (though it moves her forward as well). Also, for the 3C > 5a(w) stuff, do the followups work after non CH? I could swear I tried this before and I couldn't get anything to combo unless I jumped. If it's 3C CH, do 3C(CH) > 5a/5b(w) > 5b (hits) > j.BB > j[C] . It's much, much easier due to 5b's hitbox.
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The hitbox seems to go pretty high, too. I'm trying to burn into muscle memory a good universal followup for a 3C hit, be it normal hit or CH. I've been trying: 3C > j8C > j[C] > jB > j2C > land > whatever You can neutral jump and do j8C, which prevents Nanase from crossing under and whiffing if you jump forward to try and hit people.